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178 lines
6.6 KiB
Plaintext
178 lines
6.6 KiB
Plaintext
The PT3_player Library version 0.5
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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by Vince "Deater" Weaver <vince@deater.net>
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http://www.deater.net/weave/vmwprod/pt3_lib/
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Last Update: 17 January 2024
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Plays Vortex Tracker II .pt3 files on the Apple II
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Background:
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~~~~~~~~~~~
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This code is meant as a relatively simple, reasonably optimized version
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of the PT3 Vortex-Tracker player for use in other programs.
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For some more background on this you can watch the talk I gave
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at Demosplash 2019 on this topic.
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What is a PT3 file?
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~~~~~~~~~~~~~~~~~~~
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A PT3 file is a tracker format with a compact file size used on systems
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with AY-3-8910 based audio. This is most commonly the ZX-spectrum
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and Atari ST machines.
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Originally most PT3 players were in z80 assembly language for use on Z80
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based machines. I have written code that will play the files on modern
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systems (using C) and also the included code designed for the 6502-based
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Apple II machines with Mockingboard sound cards installed.
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You can find many pt3 files on the internet, or you can use the
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VortexTracker tracker to write your own.
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Using the Code (irq driven):
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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See the "pt3_test.s" example.
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The code is in cc65 6502 assembly language but should be relatively
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easy to port to other assemblers.
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To get a pt3 file playing:
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+ Optionally include "pt3_lib_mockingboard_detect.s" and
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call "mockingboard_detect" and "mockingboard_patch" if
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you want to auto-detect which slot the mockingboard is in.
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Otherwise it will default to Slot#4
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The patch code does a vaguely unsafe find/replace of $C4
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live patch of the slot values, if you want a safer (but much
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larger) version you can go into the file and ifdef out
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the right code.
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+ Be sure to either include the pt3 file as a binary, or load
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it from disk to a buffer pointed to by PT3_LOC.
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Note the beginning of the song needs to be aligned on
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a page boundary (this makes the decode code a bit
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more simple)
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+ If you want to make the code more compact but use a lot of
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the zero page, you can set PT3_USE_ZERO_PAGE in
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"pt3_lib_core.s" This will use zp $80-$FF
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but make the pt3 code a bit faster/smaller
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+ You can set the interrupt speed in pt3_lib_mockingboard_setup.s
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Generally files you find online are 50Hz.
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For less overhead you can set something like 25Hz but
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in that case you'll want to adjust the speed in the
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tracker otherwise the songs will play at the wrong speed.
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+ Vortex tracker by default assumes a system with a 1.77MHz
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clock and sets frequencies accordingly. The Mockingboard
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runs at 1MHz, so the pt3_lib converts on the fly.
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For less overhead you can have the tracker generate
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1MHz music and strip out the 1.77MHz conversion code.
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+ If you want the music to Loop then set the LOOP value to 1.
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Notes on having player code in Language Card
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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On IIgs interrupts reset language card settings.
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You'll have to call the gs_interrupt.s code or similar
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to switch the language card back on before calling the irq handler.
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Notes on Using on a IIc
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~~~~~~~~~~~~~~~~~~~~~~~
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I usually test this code mostly on a II+ and IIe.
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Version 0.3 adds support for the IIc as well (having Mockingboards in a
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IIc was rare due to the lack of expansion port, but you can get mockingboard
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compatible cards that plug into the CPU socket)
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This does involve adding some Apple II model detection code to the pt3 player
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which does increase the size a bit.
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Things that are different on IIc:
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+ For the board to get detected you have to touch the slot4
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registers, this will disable the mouse firmware
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which normally lives in slot4
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+ IRQ support is much more complex on the IIc. We support things
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by switching out the default ROM IRQ handler with
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language-card RAM and place our own handler where the
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stock handler would be.
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This does mean if you use ROM routines they will break.
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If you need these, enable PT3_IIC_COPY_ROM as well
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so the code also copies the $D000-$F000 ROM into the
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language card too. If your code doesn't use ROM routines
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you can skip this. The ROM copy hack uses $400 (text page 1)
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as a temporary buffer for the copy, feel free to use something
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else if that's a problem. (It might be a bad as it
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over-writes the screen holes)
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Finally we patch out loading the A register from $45 at
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the end of the IRQ handler.
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Older Apple IIs needed to do this, but on a IIc this
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will break things.
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Notes on Using on a IIgs
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~~~~~~~~~~~~~~~~~~~~~~~~
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The code in theory works on a IIgs though it's mostly tested on
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MAME. For some reason detection doesn't work (I feel like someone
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told me why but I forget) but if you force it to play in slot4 it
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will work if you configure a mockingboard in that slot.
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Note that if your code uses text/gr PAGE2 and you enable the workaround
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on ROM0 machines it can slow things down a lot.
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Also note the previous commentary on how to have the music player
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in the language card area on a IIgs.
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Cycle-counted version (not finished):
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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I started work on a cycle-counted (deterministic cycle count) pt3
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decoder, but it turned out to be large and complex enough to not be
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worth the trouble.
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You can still use pt3 files in cycle-counted demos. See the
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../demosplash2019/ directory for an example. What this code does
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is decode the pt3 files to memory during non-cycle-counted times,
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and then use a deterministic playback function to play back this music.
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Each frame of music decodes to 11bytes of register info, which means
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at 60Hz you can get roughly 4s of music per 3kB of RAM.
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For those using an Apple IIe or newer with VBLANK detection support,
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the player playing simple songs will usually (but sadly not always)
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finish in under 4550 cycles and thus can play music in the VBLANK handler
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without having to cycle-count everything. Turning off the 1.77MHz
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frequency conversion helps here.
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Overhead:
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~~~~~~~~~
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It depends exactly on what features you use, but in general it will use
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around 3KB of RAM plus the size of the PT3 file (which is often a few K).
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Playback overhead depends on the complexity of the sound file but is typically
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in the 10% to 15% range when playing back at 50Hz.
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The player also uses 26 zero-page locations. More compact/faster code
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can be generated if you're willing to sacrifice 128+ zero page locations.
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It Doesn't Work!
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~~~~~~~~~~~~~~~~
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There are a lot of places things can go wrong.
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One, if you're using the default fast patching code and by bad luck
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the value $C4 appears smewhere and you aren't in slot4 this will patch
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the value with disastrous results. I'm often lazy and just add nops
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(it's usually a branch causing the problem) until it is fixed.
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